#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 bColor;
uniform float xOffset;
uniform float yOffset;
out vec4 xColor;
void main()
{
    gl_Position = vec4(aPos.x + xOffset, yOffset - aPos.y, aPos.z, 1.0);
    xColor = vec4(bColor, 1.0f);
}

